Nicolas Schneider
Associate Lead Programmer at Old Skull Games

Welcome to my digital portfolio. My journey has been driven by a desire to support every facet of game development, from gameplay mechanics to the cutting-edge tools that make it all possibl. I began my career as a gameplay programmer, diving into projects that ranged from VR experiences to crafting open worlds. These experiences, even leading me to showcase projects at industry events.
My commitment to sharing knowledge led me to teaching roles at SAE Institute and Game Sup, where I delivered focused modules on procedural generation, AI, and even the fundamentals of physics and C++. Alongside mentoring students and guiding first-year cohorts.
Today, as an Associate Lead Programmer at Old Skull Games, I manage small, multidisciplinary teams and continue to push the boundaries of both gameplay and tool development. I’m involved in every stage of the process—from sprint planning and setting coding guidelines to directly collaborating with various departments to refine our projects. Through this website, I share my projects, articles, and insights, with the hope of inspiring fellow developers and providing potential recruiters a clear view of my expertise and passion for the game industry.
Learn more about me
One week later
Apr 29, 2020 |This article is a following of the previous post mortem which take place one week later. Some more works has been done during this week and I try to sum up the good and the bad.1

AI in an ECS environnement
Apr 18, 2020 |This project show how an AI decision-making system and the patfinding algorithms has been optimized to go from a non playable with hundreds of agents to as game which can support 10'000 agents making decisions and moving inside a city.

How to make more in the same time?
Apr 13, 2020 |Although it's an outdated approach, this post describe of an engine has been divided into threads and what type of problems came out of it. This can be seen as an introduction to mutlithreading and a first step into going into more modern system as job system.
Highlighted Suject : unity
TODO
Projects
Projects
Find more projects
Cryptical Path
Cryptical Path, our first OIP, is a PC project. As a Tool Programmer, I played a key role in level design by developing a robust dungeon generation algorithm and building tools that allowed us to fine-tune parameters and assess their outcomes. I also created intuitive interfaces to help level designers in constructing distinct parts of each level.

Valiant Hearts : Coming Home
Valiant Hearts: Coming Home is the sequel to the original game, developed in collaboration with Ubisoft for Netflix's mobile platform. In my role as a Tool Programmer, I contributed by implementing gameplay elements, developing essential tools, and shaping key aspects of the project's architecture

Tiny Worlds : Idle Dragon Game
Tiny Worlds: Idle Dragon Game is a mobile idle game where I served as a Gameplay Programmer. I focused on enhancing the FTUE, optimizing game performance, and developing a liveops tool using Firebase to streamline in-game operations.